3. Rollback multiple squads now possible - Can shift-select squads from the order menu and rollback all of them in one click.

4. New spies mechanics - spies now work like in the old client. with one exception. you can plant a spy only where your spy ship is.

*You can have maximum of 10 spies*Each planted spy costs 1 worker in upkeep.*Each spy planting costs 1 worker and 25E*A spy gains 1 infiltration point each tick*When a target is conquered all spies in it lose all infiltration*A spy is consumed once it commenced a spy operation.*To protect against spy attacks you have to place Spy Protection on the target. spy protection ticks are reduced 1 per tick.*If the spy has more infiltration than protection ticks, he succeeds in his operation. otherwise - captured.*when a spy is captured the player who captured the spy gets an event telling him who did that spy belong to (interrogation ftw! )*you can plant spies everywhere except your own colony and allied colonies.*when joining an alliance all allied spies on your colony or your spies on allied colonies are removed to maintain the above rule.*the spy (black) ship cannot be lost

All above mechanics are subject to change as we balance the new spy system. The purpose is to make the Spy a viable tactical option. With the new spy mechanics you can eliminate a big army with a small squad + well placed spy attacks and gain tons of XP for your troops.

i think it should be 5 at max, and even that could get a little chaoticlets say that there is 600 players in a world, 500 would be abel to make spies400 would actually log on oncew in a while300 would actully be using spiesso at 300 players wiht 25 spies each that adds up to 7500 spies around the map to be used at any given timei think it would require close to 10000 energy just to protect yourself (and your army) from themso yes 5 is still a bit, but it is good enough if its going ot be 1 spy consumed at each roundand for the spy ship, wil lyou still be able to put spy protection on an op or colony that its over for a lower price?or wil lthat disappear too?but you guys should lower the cost of spy protection.otherwise, its fully plausible that the rank 10 alliance in a world could go and take out rank 1 - 9 one more point to argue my case.Spy protection, as it is, costs too much, the spy ships are what we use to protect our colonies, theirs always hte one member who's spy is protecting our troops, but thats because the rest of the alliance is workign together to keep his colony full of spy protection

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